Jump to content

Development continues



Making a game is really complex. With the years since 2007 when I started on the subject of creating a video game, I have gone through all kinds of prototypes to imagine, creating menus, how to create a button, understand concepts, create radgoll, all this started with Blitz3D, going through bmx, unity, torque, cry engine, neoaxis and arriving at the best tool that fits my computing power with very good graphics, Motor Leadwerks. 

So in these days after reading a book on how to create indie games, I'm focused on doing something, starting from the fact that everything goes by parts, and if it has worked. Using tables, I have the most organized script and I'm not so much focused on learning things, but on trying to create something interesting.  It should be noted that although I have great ideas, but after being on public transport for almost four hours, those great ideas fade away when I get home and are replaced by basic necessities of life, but the idea is to continue, possibly never achieve anything, or possibly if, no one knows for sure. 

About the project, I haven't been able to get out of version 0.0, this implies that the whole script has been rewritten and that thanks to that I'm using tables, focused on object programming. This allows to have everything more organized, and like a wall that is built of smaller blocks I go step by step.

At the moment, the workflow is more orderly, making backups and packing the project with encrypted resources with my own password I have everything a little more under control the situation.






On the other hand, I have tried to move to the c++ side, that gives me more credibility of being a programmer, however, the compilation times are really very long, that very demotivating, and I do not know with certainty to which factor this is due, if to my old machine or to another factor that I do not know. 

Now, the idea of the project is to keep everything as simple as possible, evidently I can not do everything, and get involved in a single topic of modeling, programming, editor levels, can be very exhausting, so everything has to be kept simple.

This happens because I grew up in this of games having reference to games from 2005 onwards, 3d, realistic, but a game may not have great effects and will continue to be a game that some people might like. This is hard for me to accept as I always want to focus on details simulating AAA games, but everything simple, everything simple, that's the key.

About my website, https://www.iris3dgames.xyz, I have had the opportunity to feedback certain things learned with Leadwerks, and having a paid hosting, although it is very cheap in some ways is a motivation and a nightmare, because any expense is expense even if it is little in the world in which I live. 

So not being more, let's hope to see in that for all this.

Translated with www.DeepL.com/Translator




1 Comment

Recommended Comments

I wouldn't worry about the C++ side of things. I started with C++ in leadwerks and loved it, but over the years have really embraced Lua's flexibility! Nobody cares what your game is programmed with so it really comes down to game speed and productivity. If your game can run just fine with Lua then Lua is the way to go for productivity and flexibility honestly.

  • Like 3

Share this comment

Link to comment

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Blog Entries

    • By Haydenmango in Snowboarding Development Blog 6
      So I've been researching snowboarding lately to get an idea of what animations and mechanics I need to create for my game.  I have learned lots of interesting things since I've only seen snow once or twice in my entire life and have never even tried snowboarding or any other board sports (skateboarding, surfing, etc.) for that matter.
      Snowboarding tricks are quite interesting as they are mostly derived from skateboarding.  Snowboarding tricks pay homage to their equivalent skating tricks by sharing many concepts and names.  For example basic grabs in snowboarding share the same concepts and names as skateboarding: indy, mute, method, stalefish, nosegrab, and tailgrab.  Something interesting to note is in snowboarding you can grab Tindy or Tailfish but this is considered poor form since these grabs can't be done on a skateboard (due to the board not being attached to the skaters feet) and grabbing these areas is generally something a novice snowboarder does when failing or "half-assing" a normal grab.  Check out this diagram to see how grabs work -
      So, after reading lots of text descriptions for tricks I was still confused by what all these terms meant and how they were actually applied.  So my next step was to look up these tricks actually being done and I found some really cool videos showing off how to do various tricks.  This video in particular is the best reference material I've found as it contains nearly every trick back to back with labeled names and some tweaks -
      Sadly my rigged model doesn't handle leg animations with the snowboard that well so I can't animate as many tricks as I want to.  Regardless there will still be around 15 total grab/air tricks in the game.  Now it's time for me to stop procrastinating and start animating!  
    • By jen in jen's Blog 3
      I thought I would share my experience on this; if you're working on Multiplayer, you will need to protect your packets. The solution is simple, let's go through how we can achieve this by implementing what Valve calls "challenge codes". (Some reading on the topic from Valve here: https://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol#Challenge_response).
      Disclaimer: this doesn't cover other security techniques like authoritative server or encryption.
      So, I've worked on Border Recon last year (I think) and I needed a way to protect my server/client packets. There was no need for me to re-invent the wheel, I just had to copy what Valve has had for a  long time - challenge  codes.
      The idea behind challenge codes is similar to Captcha, but not exactly. Think of it like this: for every packet submitted to the server, it must be verified - how? By requiring the client to solve challenges our server provides.
      To implement this we need to have the following:
      A randomised formula in the server i.e.: a = b * c / d + e or a = b / c + d - e, be creative - it can be any combination of basic arithmetic or some fancy logic you like and can be however long as you want - do consider that the longer the formula, the more work your server has to do to make the computation.  Copy the same formula to the client. A random number generator.  So the idea here is:
      (Server) Generate a random number (see 3 above) of which the result would become the challenge code, (Server) run it through our formula and record the result. (Client) And then, we hand over the challenge code to the client to solve (an authentic client would have the same formula implemented in its program as we have on the server). For every packet received from the player, a new challenge code is created (and the player is notified of this change by the server in response). For every other packet, a new challenge code is created. (Client) Every packet sent to the server by the client must have a challenge code and its answer embedded.  (Server receives the packet) Run the challenge code again to our formula and compare the result to the answer embedded on the client's packet. (Server) If the answers are different, reject the packet, no changes to the player's state. The advantage(s) of this strategy in terms of achieving the protection we need to secure our server:
      - For every packet sent, new challenge code is created. Typically, game clients (especially FPS) will update its state in a matter of ms so even if a cheater is successful at sniffing the answer to a challenge code it would be invalidated almost instantaneously. 
      - Lightweight solution. No encryption needed. 
      - The formula to answering the challenge code is embedded to the client, a cheater can de-compile the client and uncover the formula. Luckily, we have other anti-cheat solutions for that; you can implement another anti-cheat solution i.e. checking file checksums to verify the integrity of your game files and more (there are third-party anti cheat solutions out there that you can use to protect your game files).
    • By Josh in Josh's Dev Blog 4
      New commands in Turbo Engine will add better support for multiple monitors. The new Display class lets you iterate through all your monitors:
      for (int n = 0; n < CountDisplays(); ++n) { auto display = GetDisplay(n); Print(display->GetPosition()); //monitor XY coordinates Print(display->GetSize()); //monitor size Print(display->GetScale()); //DPI scaling } The CreateWindow() function now takes a parameter for the monitor to create the window on / relative to.
      auto display = GetDisplay(0); Vec2 scale = display->GetScale(); auto window = CreateWindow(display, "My Game", 0, 0, 1280.0 * scale.x, 720.0 * scale.y, WINDOW_TITLEBAR | WINDOW_RESIZABLE); The WINDOW_CENTER style can be used to center the window on one display.
      You can use GetDisplay(DISPLAY_PRIMARY) to retrieve the main display. This will be the same as GetDisplay(0) on systems with only one monitor.
  • Create New...